Game retention value optimization system

ABSTRACT

A system has a server coupled to a data repository and software executing from a non-transitory medium on the processor, the software providing a site serving games to players connected to the server, and providing discovering instances of interaction with the server by first-time players, serving links to a first percentage of the first-time players for games having known high retention value, defined as a characteristic that first-time players who play the game return to the site within a specified period of time, serving links to a remaining percentage of the first-time players for games having no well-developed retention value, marking selection by first-time players of games having no well-developed retention value, monitoring the site for return time of players having selected games having no well-developed retention value, providing a return time period, and using the return time period, assigning or amending a retention value for the game.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention is in the field of online gaming and pertainsparticularly to methods and apparatus for identifying and prioritizingonline games with high retention value for service to new users.

2. Discussion of the State of the Art

In the art of computerized online gaming, new online games arecontinuously being created and submitted into gaming service systems asactive and available online games. For a gaming business, one of thehighest priorities is to increase or otherwise optimize the number ofnew or first-time users who return to the gaming site within a relativeshort time period following first game play.

In gaming systems, games are often categorized into generic categorieslike “most popular” or “longest first-time play duration”. Onelimitation of such an approach is that these ratings or categories arelargely dependent upon the majority opinion or collected activity datadetailing activity of the other users that played the game at leastonce. Such an approach is largely generic and really does not pinpointthe “first-time” play experience appeal of a game other thanhighlighting first-time play duration with the assumption that longerplay duration may equate to a better user experience.

It has occurred to the inventors that if games could be rated accordingto a retention utility factor or retention value, they could beprioritized accordingly and served to first-time users, to increase thelikelihood statistically that more first-time users might be retained tocontinue to patronize the service.

Therefore, what is clearly needed is a system for identifying andprioritizing online games with high retention value for service to newusers.

BRIEF SUMMARY OF THE INVENTION

According to an embodiment of the present invention, a gaming system isprovided comprising a network-connected server having a processorcoupled to at least one data repository and software executing from anon-transitory medium on the processor, the software providing a siteserving games to players connected to the server, and providingdiscovering instances of interaction with the server by first-timeplayers, serving links to a first percentage of the first-time playersfor games having known high retention value, defined as a characteristicthat first-time players who play the game return to the site within aspecified period of time, serving links to a remaining percentage of thefirst-time players for games having no well-developed retention value,marking selection by first-time players of games having nowell-developed retention value, monitoring the site for return time ofplayers having selected games having no well-developed retention value,providing a return time period, and using the return time period,assigning or amending a retention value for the game.

In one embodiment the network is the Internet network. Also in oneembodiment retention value for a game is developed over a large numberof instances of game play by first-time players, and noting andconsidering return time period for all the instances of game play. Alsoin one embodiment the first percentage is equal to or greater thanseventy-five percent. In another embodiment a predetermined time periodis established, and the system notes the percentage of first-timeplayers for a game that return to the site within the pre-determinedtime frame, and the retention value is based on the percentage offirst-time players for a game that return to the site within thepre-determined time frame.

In another embodiment the retention value for a game is assigned orassociated to the game only after a pre-determined number of retentionevents are recorded for the game. In still another embodiment the gameis a new game and a preliminary retention value is predicted andassociated with the new game by an automated routine, to be amended astesting proceeds. In one embodiment there is further a reporting serverhaving at least one processor and a coupled data repository and softwareexecuting from a non-transitory medium on the at least one processor,providing for processing logged retention event data and reportingreal-time retention data to at least one statistics database, andreporting retention statistics to individual ones of targeted developersover the network. And in one embodiment the targeted developers receivethe statistics through a browser-based developer interface installed onthe device used to connect to the network.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS

FIG. 1 is an architectural view of a gaming network supporting dynamicgame presentation service according to an embodiment of the presentinvention.

FIG. 2 is a block diagram depicting system components and componentinteraction according to an embodiment of the present invention.

FIG. 3 is a process flow chart depicting steps for dynamic discovery andpresentation of high retention games according to an aspect of thepresent invention.

FIG. 4 is a process flow chart depicting steps for predicting retentionfor new games according to another aspect of the present invention.

FIG. 5 is a front view of a default landing page for presenting at leastthree high retention games.

FIG. 6 is a front view of a developer feedback page for providingupdates and feedback about game retention to individual game developers.

FIG. 7 is an architectural view of a gaming network supportingpresentation immediately followed by auto launch of a single highretention game to a mobile device running a client application.

DETAILED DESCRIPTION OF THE INVENTION

In various embodiments described in enabling detail herein, theinventors provide a system for identifying and prioritizing online gameswith high retention value for service to first-time users. The presentinvention is described using the following examples, which may describemore than one relevant embodiment falling within the scope of theinvention.

FIG. 1 is an architectural view of a communications network 100supporting a dynamic game presentation service according to anembodiment of the present invention. Network 100 includes a wide areanetwork (WAN) 102. WAN 102 may be a private or public WAN withoutdeparting from the spirit and scope of the invention. WAN 102 may be theInternet network in one embodiment. WAN 102 may be referred tohereinafter in this specification as Internet 102. Internet 102 isfurther characterized by an Internet backbone 109. Backbone 109represents all of the lines, equipment, and access points that make upthe Internet as a whole, including connected sub-networks. Therefore,there are no geographic limitations to the practice of the presentinvention.

Internet backbone 109 supports a Web server 110. Web server 110 includesa processor and at least one data repository coupled thereto and amemory containing all of the data and instruction to enable function asa Web server. Web server 110 hosts a gaming Website 112. Website 112represents a gaming access portal for registered users and visitors ofhost gaming service. Users operating gaming appliances such as players106 (1-n) may access server 110 and Website 112 through a communicationscarrier network 103. Web server 110 has connection to a data repository111 storing client data. Client data may include any required data aboutclients and client accounts. Typically clients such as “players” 106(1-n) register through WS 112 to gain full gaming privileges. Website112 includes a proxy service 127 for optimizing game presentationaccording to categories and ratings, like most popular games, user-ratedgames, games having the most active players, top revenue producinggames, top points producing games and so on.

Network 103 may be a cellular communications network of third or fourthgeneration (3G, 4G) network. Network 103 may be a wireless network likea wireless fidelity (WiFi) network without departing from the spirit andscope of the invention. In this embodiment, network 103 is a wirelessaccess network accessible to players 106 (1-n) via wireless backbone104. Backbone 104 simply illustrates wireless connectivity betweenplayers 106 (1-n) and a network gateway 108 within carrier network 103.Gateway 108 represents any gateway supporting full multimedia datatransmission between the carrier network and the Internet network.Gateway 108 may be part of an Internet service provider (ISP) entityproviding access to Internet services for network 103.

Players 106 (1-n) gain access to Internet 102, more particularly Website112 hosted on Web server 110, through access network 103. In thisembodiment access is wireless however wired connections may also beavailable. Players 106 (1-n) may utilize a variety of differentappliances for gaming including but not necessarily limited to a laptopcomputer, a notebook computer, a tablet computer, a cellular telephone,an android device, a Pad device, a dedicated gaming device or computer,or any other computing appliance capable of engaging with the gameservice and displaying the results of play visually on the device. Inthis embodiment, player 106 (n) represents a new or first-time user.

In one embodiment a gaming appliance operated by a player such as one ofplayers 106 (1-n) may include a “thin” client software application 128.Application 128 may enable automatic receipt and execution on theappliance of a game served thereto with complete scripting andinstruction for automatic play. In this embodiment the game launchedfrom the appliance is characterized as having a high retention value andthe player represents a first-time player detected on the service sitethat has acquired SW 128 through the site.

A game service provider domain is represented in this example by agaming provider sub network 101. Sub network 101 may be a local areanetwork (LAN), a campus area network (CAN), or some other connected subnetwork without departing from the spirit and scope of the presentinvention. Network 101 is further characterized by a network backbone113 having connection to Internet backbone 109. Backbone 113 may bereferred to hereinafter in this specification as LAN 113. LAN 113 maysupport various components relative to providing a gaming serviceaccessible through the Internet network.

In this example, LAN 113 supports a game server 122. Game server 122includes a processor and a data repository, the processor coupled tomemory storing all of the software and instruction enablingfunctionality as a game server. Game server 122 has connection to a datarepository 125 storing game data. Game data may include images, files,scripts, and other data components required to support gaming services.In actual practice there may be separate servers for serving file data,image data, etc. for games in play on the server. Repository 125represents data from all of these servers. Game server 122 hosts aphysics engine (PSE) 124 for simulating the real-time physics of activegame play.

In typical interaction players such as players 106 (1-n), who connect toWeb server 110 and Website 112, and who have selected a game to play,are redirected to game server 122 to play the game. LAN 113 supports atleast one data server 119. Data server 119 includes a processor, atleast one data repository and memory storing all of the software andinstruction for enabling function as a data server. Data server 119 maybe adapted to maintain and serve game links to active online games thathave been categorized and separated into different game pools. Server119 has connection to a data repository 123 storing links to games inone or more game pools. Server 119 may host one or more than one gamepool without departing from the spirit and scope of the invention.Likewise, the functions of server 119 may be incorporated into gameserver 122 without departing from the spirit and scope of the invention.Server 119 hosts software (SW) 120. Software 120 may be adapted tosearch game pools for high retention value game links and return them toWeb server 110 for distributing to users.

LAN 113 supports a reporting data server 118. Server 118 includes aprocessor, at least one data repository and a memory storing all of thesoftware and instruction for enabling function as a reporting dataserver capable of managing and reporting data about retention includingraw data and refined or processed data. Server 118 has connection to adata repository 117. Data repository 117 stores data relative to gameretention values defined in this specification as a number or a valueassigned or otherwise associated to a game that reflects the number offirst-time users (players) of the game that returned to the gaming sitewithin a predefined period, typically 12 to 36 hours from the first timethey played the game.

A retention event may be characterized as an event comprising minimallythe enabling parameters of first game play and subsequent return to thesite by the same user. For example, a retention event may minimallyinclude the identification of the game; the identification of theplayer; the time record of first-time play of the game; the time recordof the user returning to the site; and identification of the developerof the game. The event may also include additional information notspecifically related to retention without departing from the spirit andscope of the present invention like duration of play of the game.

Proxy service 127 provides client access to one or more proxy servers,each server dedicated to managing and serving links to particularcategories of games. One proxy might be a server that locates and serveslinks to games having high average play duration. Links to games mayinclude developer information and visual graphics related to the game.There may be millions of games stored in the game service providernetwork, and game pools containing games may be created according togame categories or difference. Space games might be a category and watergames might be another category. Game pools may also be categorized inother ways using other criteria like age level, popularity, user rating,etc. In this example it is desired to identify and prioritize theservice of those games found to have or predicted to have high gameretention characteristics.

Retention data collected through game play monitoring may be reported inone embodiment to a statistics server for processing to producestatistical data that might be made available to certain components foruse in processing. Such reporting may also in one embodiment be directedto individual ones of game developers, such as game developers 107(1-n). Game developers 107 (1-n) may also be clients or players as well.In this example, developers are separated from players in order toillustrate separate functions. Developers 107 (1-n) are connected bywireless backbone 105 to gateway 108 in access network 103 in thisexample. Developers may operate a variety of computing appliances havingnetwork access capability including a laptop computer, android device,notebook computer, smart phone, pad device, or other such computingappliances.

In one embodiment, developers 107 (1-n) may access Website 112 on server110 to access feedback data on the retention figures currently loggedfor games they created and submitted to the system for play. In oneembodiment developers may have a software application such as SW 126downloaded from Website portal 112 executing on their appliances. Oneinstance of SW 126 is depicted executing on device or appliance 107 (1).SW 126 may be a browser-based client integrated with developer tools andinterfacing pages that may be generally available to the developers forcreating and activating or submitting games to play. Developers 107(1-n) may have games for which retention figures are available, and newgames for which retention figures have not been developed due to arequired sampling period to gain an accurate figure plus or minus anacceptable error level.

In one embodiment, data about developers already known to the systemsuch as game data and histories of games created by the developers mightbe mined and utilized as input into a predictive algorithm provided topredict retention values for newer or new games. In this way, new gamespredicted to potentially have a high retention value might beprioritized in service while the supporting (or not) retention data islogged in the background. As retention data is logged for a newer or newgame over runtime, the predicted retention value may be dynamicallyadjusted higher or lower based on real-time or periodic data analysis ofretention event frequency.

A search function may be made a part of SW 120 for searching game poolsfor higher-retention-value games to serve to first-time players loggingon to the service. The search function may use a pre-defined thresholdretention value, for example, as part of or all of a search criterionfor returning links to available games calculated as having higherretention value. Typical game search and loading operations forfirst-time users such as player 106 (n) may include serving a game pageloaded with game links categorized by some common parameter like “mostpopular games”, games that have the highest “duration of play average”,top points earning games, and so on. Therefore games having highretention value and that may be prioritized for service may be largelydistributed broadly across many game pool categories. Proxy server SW127 might manage each different game pool category and the searchfunction may return links on a single page like a custom game page wherethe game links are served therein from their respective pools.

To provide an example with numbers, consider that there may be, onaverage, 1,000,000 logged D1 events per month for all games played. Itis reminded herein that a D1 event is a first-time user playing a gamefollowed by a return to the gaming site within a certain time period bythe same player. If approximately 80% of the 1,000,000 first-timeplayers can be served high D1 retention value games for selection andplay, then there would be 200,000 events (the remaining 20%) as a testpool for determining D1 retention value for individual games among the200,000.

In one embodiment developers are rewarded for creating and submittinggames having high D1 retention value. In one example, only the top threehigh D1 retention value games are served in a game page for a first-timeuser. The developers therefore benefit from repeated service of theirgames while D1 retention is highest.

FIG. 2 is a block diagram depicting system components 200 and componentinteraction according to an embodiment of the present invention.Components 200 include a game play monitor 201. In one embodiment, gameplay monitor 201 may be incorporated into Website 112 on server 110 ofFIG. 1. In another embodiment, game play monitor 201 may reside on agame server such as game server 122 of FIG. 1. Game play monitor 201 mayhave access to rules or constraints that define D1 events, and maytherefore log or record those events including, at minimum, the firsttime a game was played, the player identification, the gameidentification, the duration of first-time play, the time passed beforereturn of the player to the gaming site, and identification of thedeveloper that authored the game. It is noted herein that it isimmaterial whether the returning player plays the same game, another,game, or engages in some other activity upon return to the site. Theretention factor is satisfied if the player returns to the site within aspecified period from first-time play of a game.

Game monitor 201 may monitor a Web server 202, analogous to Web server110 of FIG. 1, for first-time players such as player 106 (n) of FIG. 1.Game Play monitor 201 may monitor game play activity on a game server203 analogous to game server 122 of FIG. 1. Data collected and logged atboth or either server may be used to define D1 retention events forgames and for presenting the highest D1 retention value games to newfirst-time players detected at the Website. Arrow pairs depicted at Webserver 202 and at game server 203 represent persons such as players anddevelopers interacting with those servers. In one embodiment game playmonitor 201 initiates a search function 205 whenever it detects afirst-time player at Web server 202.

Each instance of first-time player detection made by game monitor 201may result in an automated search (function 205) for current gamesenjoying the highest D1 retention characteristics. Search function 205may be part of proxy service 127 described further above. Components 200include a proxy server 204 analogous to proxy service 127 on server 110.Proxy 204 may search existing pools of games having known D1 retentionvalue. One search may encompass more than one pool of games that are inthe system. Proxy server 204 may return game links for sorting. Proxyserver 204 may reside on Web server 110 (website) or as part of SW 120executing on server 119 of FIG. 1 without departing from the spirit andscope of the invention.

Search function 205 may utilize or include a game sorter 206. Gamesorter 206 may sort games according to presentation requirements such asthe top three D1-retention value games, or a single D1 retention valuegame that in one embodiment may be automatically packaged with scriptsand served ready to execute and play in an automated fashion to afirst-time player operating a mobile gaming appliance with a “thin”client gaming application installed, such as SW 128 executing on player106 (n) of FIG. 1.

Game play monitor 201 may feed a reporting server component 207.Reporting server 207 may be analogous to server 118 of FIG. 1 executingSW 116. Reporting server 207 may report D1 retention value data andother relative data to a statistics server 209 analogous to server 114of FIG. 1 executing SW 115. Statistics server 209 may provide statisticsto proxy service 204 to aid in determining the latest updates to highretention games having links available through the server.

In one embodiment components 200 may include a retention valuepredictive engine 208 that may be adapted to predict a D1 retentionvalue for a new game based on known data about the game developer anddata about games developed by the developer, including the D1 retentionvalues of those games. Engine 208 may be adapted to supply, as a resultof statistical analysis, a predictive D1 retention value for a new gameready for submission. In one example a developer may submit a new gamefor pre-play to an interface of the website like a “build club”, thedeveloper including his or her own prediction for D1 retention value fora particular game. In this variation, the engine may “validate” orcontribute a “confidence” variable to the developers prediction. In oneembodiment, sampling delays might be reduced or eliminated by predictinga D1 retention value to start for a new game with no previous history.

In a predictive embodiment, game monitor 201 may collect actual D1retention value data as well as other data during active game play andlog the collected data and or forward the data to reporting server 207.As more data is discovered during run of the high D1 value game having apredictive D1 retention value, the predicted value may be dynamicallyadjusted higher or lower depending on analysis of developing real datawithout departing on the spirit and scope of the present invention.

In a predictive embodiment, a formula (algorithm) may be provided tocreate an average statistic for all D1 retention value events for allgames authored by a particular developer that have history. In onevariation of the embodiment the average is a game-average value and maybe supplied as a predicted D1 retention value for a new game not yethaving history. Other factors may also be considered in predicting a D1retention value for a game, such as counting the number of “first-timeplay” duration events for all of the developer-authored games havinghistory. The number might be constrained to a number that must be higherthan a threshold number to be included in the count.

Real-time data analysis of D1 events occurring during game play mayproject an upward or downward direction or trend of actual D1 retentionvalue for a game by logging the number of D1 instances over time andnoticing trends or peaks and waning periods or patterns. Periodiccorrections may then be made to the predicted value until enough dataexists to drop the prediction and substitute an actual value for thepredicted value. Otherwise, new games may be monitored during play for aperiod of time before accurate D1 retention value statistics areobtained in sufficient quantity to assign an accurate or fairly stableD1 retention value. D1 retention value may be expressed as a wholenumber or as a ratio like 100 events logged of a total number ofengagements like a thousand plays. The value might be expressed as asimple percentage without departing from the spirit and scope of theinvention. In the above example it would be 10%. Of course it isdesirable to serve only games with high D1 retention values tofirst-time users, as D1 retention is associated with positive userexperience, where the higher value reflects more instances of thatexperience for a game and for a developer that created the game.

FIG. 3 is a process flow chart depicting a process 300 for dynamicdiscovery and presentation of high D1 retention value games according toan embodiment of the present invention. Process 300 may begin by miningdata for all games, whether the games have play histories or not, for D1retention events at step 301. Data collected to determine a D1 retentionvalue might include collection of sufficient data to identify thedeveloper, the game including the game category or game pool, and theplayer that caused the event. It is reminded that a D1 event isconstrained by a time period within which there must be a first play ofa game followed by a return to the gaming site by the same player. Adetection of the return of a first-time user that played a game within aminimum amount of time expiring after the play was logged marks theforming of a D1 event. For example, a player first plays the game at1:00 PM on Day 0 (first-time player validated). If that player wereagain detected at the gaming site at 4:00 PM the following day, a D1event would be logged for that game and may include information at leastidentifying the developer of the game, and optionally the player.

At step 302, a game sorter may be used to sort games according to someD1 game classification or hierarchy. Games may be stored by severaldifferent criteria, however the games exhibiting a qualifying D1retention value may be sorted into virtual pools or may remain inexisting game pools without departing from the spirit and scope of theinvention. D1 retention value numbers may change periodically as moreevents are logged during game play. At step 303, a monitoringapplication monitors the website portal for first-time players. At step304, it is determined if there is a new or first-time user. If there isno first-time user detected at step 304 the process may move directly tostep 306 where it may be determined if there is a D1 event to record. Ifno D1 event is available for recording at step 306, the process may loopback to monitoring in step 303.

If it was determined at step 306 that there is one or more D1 events forrecording, the process may move to step 312 where the results arerecorded and reported. The process may loop back to step 303 to look forfirst-time users. Referring now back to step 304, if a first-time useris detected on the website, the process may move to step 307 forsearching for and returning qualifying D1-retention games that might bereturned to the user. The search may include accessing and searching oneor more game pools. At step 308 one or more links to games having thedesired high D1 retention value may be served to the first time user orplayer. It is important to distinguish that the first-time player hastaken the appropriate registration or other steps to be qualified toplay games on the game server.

At step 309 it may be determined whether the first-time player hasselected or executed one of the links served at step 308 to play ahigh-D1 retention game. If the player determines not to select ahigh-retention-value game at step 309, the process may loop back to step303 for monitoring the Website. If the first-time user determines toexecute a game link served at step 308, then that player is redirectedto the game server for play. Game play activity is monitored at step310. Results of monitoring for D1 events are recorded and reported toother components that use the data at step 312.

One destination is a statistics server. A statistics server analogous toserver 114 of FIG. 1 may process day 1 retention value data collectedthrough monitoring game activity and site access statistics. Feedbackmay be reported or otherwise made available to developers through a userinterface. Feedback data is the developer's own data about D1 retentionvalue of the games created and may include various statistical summariesand presentation views such as a bar graph depicting game retention datafor one or more games the developer has in the system. The processresolves back to Website monitoring at step 303.

In one aspect, during website monitoring at step 303, it may bedetermined at step 305 if one or more developers are logged into theservice and are online. If it is determined that no targeted developersare logged in at step 305, the process may loop back to step 303 forfurther monitoring. If it is determined that one or more developers arelogged into the service at step 305, the process moves to step 311 wheredevelopers owed current data are updated and, in one embodiment,rewarded for creating games with higher D1 retention characteristics.For example, three developers may be featured on a 3-game defaultlanding page (served to first-time users). Such a page includes thelinks to play the top 3 D1 retention games on that page. A higherretention value for a game may result in more service to players andmore exposure for the games and developers.

A game landing page may be loaded with fewer or more than three high D1retention value games without departing from the spirit and scope of theinvention. A game page may present the top three D1 games according tocategory where one or more game categories are presented on a defaultlanding games page for selection.

FIG. 4 is a process flow chart depicting a process 400 for predictingretention for new games according to another aspect of the presentinvention. In one aspect of the invention a D1 retention value might bepredicted for a new game with no logged data history. A step 401 adeveloper may finalize a new game for deployment on the game service. Atstep 402, a D1 retention value may be predicted for the game. In oneaspect, the developer inputs a predicted D1 retention value at step 402based on the developer's knowledge about other D1 retention value gameshe or she has created. In another aspect, the service may, using apredictive algorithm, predict a D1 retention value for the new gameassigning the value to the game before service. This process may usestatistics about the developer and other games the developer has createdand deployed on the service.

At step 403 the service may calculate and assign a confidence value tothe predicted D1 retention value for the new game of step 401. This maybe performed in the event the developer has initially submitted aprediction to strengthen the final prediction using statistics. Thisstep may be unnecessary if the service is predicting the value on behalfof the developer. Steps 402 and 403 are not required in order topractice the present invention. It is not required to predict a D1retention value for a new game in order to practice the presentinvention. Predicting a value for a new game with some accuracy mayserve to reduce the time it takes for the game to be loaded as a highretention game and served to first-time users.

At step 404 the new game is stored for service. With the predicted valuethe game is searchable and may be served as a high D1 retention valuegame according to the actual value even though no history yet exists forthe game. At step 405 the service may monitor game play of the new gamefor D1 activity. At step 405 it is assumed that the new game of step 401with the predicted value has been served, selected for play and isactive on the game server. At step 406, the service determines if therehas been a D1 event detected during monitoring. A D1 event is aninstance of a first-time player of a game coming back to the gaming siteagain within a relatively short time span such as between 12 and 36hours. The service may monitor in real time or check periodically.

Player identification and the game identification are key to determiningwhether a D1 event has occurred. If the player is not listed in gameplay history, then the player is added as a first-time player on thatgame. Upon next detection of that player at the gaming site, regardlessof activity of the player, within the allotted time window for D1retention of games, the D1 event may be recorded for that game. At step406 if no D1 event is detected the process loops back to monitoring gameplay.

If a D1 event is detected at step 406, then the service records theevent parameters at step 407. Event parameters may includeidentification of the player responsible for the event, the gameidentification, identification of the game author, and more detailedtimestamp information marking the game play time and duration and thetime of detection of the player on the gaming site again. D1 events maybe tallied per game over time. Steps 405, 406, and 407 may be performedon a continuous basis or periodically to identify and document D1events.

At step 408 a determination may be made as to whether or not to make anadjustment to the predicted D1 retention value for a game. If at step408 it is determined to adjust the predicted retention value, it isadjusted according to results of documented D1 activity over a specifictime period. For example, if currently logged D1 retention data for agame for the time period supports a higher retention value, then thecurrent value might be adjusted upward. If not then the value may beleft the same or adjusted to a lower value.

In one embodiment D1 retention events may be documented against aspecified period of time. In such a case having x number of documentedD1 events occurring within the time frame or frequency of events mayhelp determine whether to adjust the predicted value or not, and if so,how much. After a longer period of time enough actual D1 retention datamay be documented for a game to be assigned a real D1 retention valuereplacing the predicted value.

Updated D1 data may be reported to a statistics application forprocessing to produce feedback summaries describing at least the D1retention characteristics for all of the games created by a particulardeveloper. The developer may see through an interface executing on aconnected appliance what games are doing well or not relative to D1retention. Games exceeding expectation may be served more often tofirst-time users to help increase the average retention values for thegames.

The process resolves back to step 405 for further monitoring for D1events. In one embodiment a rule might be created that forces inclusionof three different developers and their high D1 retention games on adefault landing page served to new first-time users detected on thewebsite and pre-approved to play. In one example only three games areserved on the page, one for each of the three developers. In oneembodiment a page may include one or more games having actual D1retention values and one or more having predicted D1 values.

In other embodiment there may be more than 3 games represented on adefault landing page served to first-time users. For example there maybe 6 games, two each for each of the three represented game developers.Selection of any game on the page redirects the player to the gameserver where game play activity might be monitored in one embodiment.

FIG. 5 is a view of a landing page 500 presenting at least threehigh-retention-value games to a first-time player. Landing page 500 maybe loaded with high retention-value games dynamically. Landing page 500includes at least one game window 501 (full screen). Game window 501includes loaded game links 503 (1-n). In one embodiment only three ofthe highest D1 retention-value games found in a search are loaded ontolanding page 500, each game authored by a different developer.

Landing page 500 may be a default page that is served every time afirst-time user approved for game play is detected on the website. Othercategories of game pages may be available such as most popular games,top favorites, recently updated, featured games, and so on. Players,including a first-time player executing one or more links loaded in asidebar 502 on landing page 500, might browse through such categoriesdescribed above. Landing page 500 is a browser-based page that may beserved to a browser application such as SW 126 on appliance 107 (1) ofFIG. 1.

In this example, page 500 includes a typical navigation bar 504 andlinks to other sections of the game service. The link Games is currentlypresented as depicted by broken boundary. Other links may include thoseto a catalog, to people, to a build club (for developers), to a forum,to gaming news, to parents (of children on the site), to a help page,and to other pages provided by the service.

Games 503 (1-n) may be presented in hierarchical order based on currentD1-retention-value of each game. The order may be ascending ordescending order. In one embodiment fewer or more than three games mightbe presented on landing page 500. In one embodiment a default landingpage may be dynamically created according to any current or created gamecategory that a player requests wherein the top three D1 retention valuegames for the requested category are served. Game links 503 (1-n) mayalso be the top three D1 retention value games across all of theavailable game categories.

In one embodiment, a special “game sort” is performed when a “new” or“first-time” player is detected on the service and approved to receive alanding page with game links. The sorting may simply serve, by default,the top three D1-retention-value games to that player. In one embodimentthe game sort may be governed by additional constraints, such as onlyhighest three D1-retention-value games from a category of games. In avariation of this embodiment, the player selects the category of gamesand the selection of the category triggers a search for highD1-retention-value games in that category. The game sort operation maysort out or highlight one or more of links to the highestD1-retention-value games in the category for presentation to the user.

FIG. 6 is a view of a developer feedback page 600 for providing updatesand feedback about game retention to individual game developers.Developer (DEV) feedback page 600 may be a browser-based or supportedpage served to a developer UI such as SW 126 on DEV appliance 106 (1) ofFIG. 1 above. Feedback page 600 may be designed primarily to servefeedback information and insights about D1 retention numbers for gamesthe developer has authored. Feedback page 600 may also include othertypes of feedback about games created by the developer without departingfrom the spirit and scope of the invention. Minimally, D1 retentionfeedback is served to developers that have D1 retention games in thesystem.

Landing page 600 includes a navigation bar 601, a page scroll bar 605,and a sidebar area 602. Landing page 600 includes a bar graph 603. Bargraph 603 represents just one of many types of media and presentationmodels that might be used to provide active feedback to the gamedeveloper. Bar graph 603 plots the current retention values for games G(1-n) on an x/y axis. The y-axis=total plays from 0 to 1000 and thex-axis=number of retention events logged from 0 to 100. Text feedbackmay also be provided as depicted herein by text feedback 604 includingsummary data about retention value for each game on graph 603.

Game 1 has 800 total plays and just over 50 retention events logged fora 6.5% retention value. Game 2 has 650 total plays and 38 retentionevents logged for a 5.7% retention value. Game n has 1000 total playsand 40 D1 retention events logged for a retention value of 4%. Data 604includes a D1-retention value averaged over games 1-n of 5.4%. Actualgame-retention values may be higher or lower than those depicted hereinwithout departing from the spirit and scope of the invention. In oneembodiment D1 retention statistics may be normalized, such as an averagedaily retention value for a game or an average weekly retention valuefor a game. Average for a game might be normalized to 1.0 and the nextwhole number may represent a multiple of the average such as 2×(average), and so on.

One with skill in the art of data presentation in multiple media typeswill appreciate that there is no limit to the variety of graphs, charts,images, summary blocks, or text data blocks that may be used to presentD1 retention information. In one embodiment the developer may gainadditional insights through feedback such as player demographics tied toretention events for example. Developers may also be rewarded forcreating and submitting top D1 retention games for service to first-timeusers. They may receive free credits for merchandise, free gameaccessories, and other like rewards. Higher-retention games are promotedmore in this system benefiting developers with more game exposure due tobetter game discovery.

FIG. 7 is an architectural view of a gaming network 700 supportingpresentation immediately followed by auto launch of a single highretention value game to a mobile device running a client application.Network 700 is analogous in description to network 100 of FIG. 1. Inthis example, a user detected as a first-time player connects to theservice using a mobile game appliance 712 having wireless connectivitythrough carrier network 703 (analogous to network 103 of FIG. 1),gateway 711 (analogous to gateway 108), Internet backbone 710 (analogousto backbone 109), to Web server 707 (analogous to WS 110) runningWebsite 709 (analogous to WS 112).

The user operating appliance 712 is a first-time player connected toWebsite 709. In one embodiment, the player has an application (APP) 713executing on the appliance. APP 713 may be a thin-client applicationthat enables receipt of a single prepackaged game that is ready for playincluding the scripts for game launch and play. In this example, whenthe player is detected and approved to play, the service may conduct asearch for the top D1-retention-value game for a category or acrosscategories, and dynamically load it including required scripts forautomated download and at least launch of game 714 on mobile gamingappliance 712.

In one embodiment automatic play ensues with server support once thegame is downloaded to APP 713 on mobile gaming appliance 712. Serversupport for the game has been provided in the background transparentlyto the player. A game provider network 702 analogous to network 101 ofFIG. 1 supports a game server 704 and PSE engine 706 analogous to theircounterparts of FIG. 1 namely server 122 and PSE 124. Repository 705containing game data is analogous to repository 125 of FIG. 1. In oneembodiment game 714 includes all of the scripting and instruction toplay a game with some physics processing support distributed to themobile gaming appliance via application 713. In this scenario the playeris also connected to PSE 706 during active play and for monitoringpurposes relative to statistics including D1 retention statistics.

It will also be apparent to the skilled person that the arrangement ofelements and functionality for the invention is described in differentembodiments in which each is exemplary of an implementation of theinvention. These exemplary descriptions do not preclude otherimplementations and use cases not described in detail. The elements andfunctions may vary, as there are a variety of ways the hardware may beimplemented and in which the software may be provided within the scopeof the invention. The invention is limited only by the breadth of theclaims below.

The invention claimed is:
 1. A system comprising: a network-connectedserver having a processor coupled to at least one data repository andsoftware executing from a non-transitory medium on the processor, thesoftware providing a site serving games to players connected to theserver, and providing: a game engine storing a plurality of games forserving to players, individual ones of the games having an associatedgame retention value (GRV), based upon a number of first time playersthat returned to the gaming site within a pre-determined time period,after playing the subject game, the GRV being higher for a higher numberof first-time players returning, and individual ones of the games havingno associated GRV, a first-time player being a player that hasregistered to the site, but has no history of having played a game;through execution of the software, tracking, among a plurality ofplayers logged into the site, a set of the plurality of the players thatare first-time players; serving links to a first percentage of thefirst-time players enabling the first percentage to enter and play gameshaving a GRV at or above a predetermined value; serving links to aremaining percentage of the first-time players enabling the remainingpercentage to enter and play games having no associated GRV; trackingboth the first percentage and the remaining percentage of the first-timeplayers for leaving the site, and monitoring the site for return time ofthe same players to the site; and using the return time period for eachplayer returning to the site, assigning or amending a GRV for the gamethat was played by each player.
 2. The system of claim 1, wherein thenetwork is the Internet network.
 3. The system of claim 1 wherein GRVfor a game is developed over a plurality of instances of game play byfirst-time players, and noting and considering return time period forall the instances of game play.
 4. The system of claim 1 wherein thefirst percentage is equal to or greater than seventy-five percent. 5.The system of claim 1, wherein a predetermined time period isestablished, and the system tracks a percentage of first-time playersfor a specific game that return to the site within the pre-determinedtime frame, and the GRV is based on the percentage of first-time playersfor the specific game that return to the site within the pre-determinedtime frame.
 6. The system of claim 1, wherein the GRV for a game isassigned or associated to the game only after a pre-determined number offirst-time players are tracked and recorded as having returned to thesite after playing the game.
 7. The system of claim 1, wherein one ofthe games of the plurality is a new game, and a preliminary retentionvalue is predicted and associated with the new game by an automatedroutine, to be amended as play and tracking proceed.
 8. The system ofclaim 1, wherein the fact of a first-time player playing a game, leavingthe site, and returning to the site, is recorded as a retention event,including identification of the game and the time to return to the site,and retention events data and statistics are reported to individual onesof game developers.
 9. The system of claim 8, wherein the gamedevelopers receive the statistics through a browser-based developerinterface installed on a computerized device used to connect to thenetwork.